Hello, this thread is supposed to contain all information you wan't to know about the Riva Tuner Statistics Server Overlay Editor. This Overlay Editor allows you to easily create customized OSDs however you want them. First Steps: Unwinder made 3 Videos which bring you into the topic and show what the Editor can do: Video 1: Video 2: Video 3: Another Video in Korean. (use english subtitles... starts about OS on Minute 6) Another Video in Italian. (use english subtitles... stats about OS on Minute 8) Wolfgangs Guide FAQ: Custom Units (Mhz, GB) Formating and Calculations can be done in Data SourcesIn the RTSS Overlay Editor, Data Sources you can not only put in some correction formula and a new unit label but also a format style. Graphs will always be before Text:"graphs don't respect the layer order. I created a diagram of CPU usage of size 1x5 and moved the layer to the bottom, then created a layer with "Text=%CPU usage% %" on top of it. The text even though it's on top most layer it's still under the diagram." "That's expected behavior and result of optimized single pass overlay rendering and graphics primitives batching. All lines are always rendered in a single pass after all text symbols. That won't change." (Taken form the comments of the 2nd Video) Quote Unwinder: It will change with 7.3.2 beta 2. Quote from the release notes: · Slightly altered geometry batching implementation in On-Screen Display renderer. Previously RivaTuner Statistics Server internally represented On-Screen Display contents as a few uber batches, containing all On-Screen Display geometry grouped by primitive type (for example, the first batch containing triangles representing all On-Screen Display symbols, solid color bars, and embedded images and the second batch containing all lines used to render all graphs). Such batching provides optimal rendering performance and minimizes draw calls count and rendering pipeline state changes. With such implementation it was possible to render On-Screen Display contents in expected Z-order for the same type of graphics primitives (e.g. for text, images or solid color bars), but line primitives were always rendered on top of everything. New altered geometry batching implementation allows splitting uber batches on smaller batches, so it is now possible to render both lines and triangle primitives in expected Z-order. Please take a note that batches splitting mode is enabled by default, but power users may enable old uber batch rendering mode at profile level if necessary Graphs can have a marging border but text cant:You can solve this by decreasing the size of a normal text space with <S=25> <S>YOUR TEXT The Min/Max/Average Of Benchmarks do not show up!You need to manualy set a Hotkey for Benchmarking and Start/Stop your Benchmark for them to show in the OSD. Capture Indicator for Screenshots/Video Recording is on the wrong position!The Capture Indicator will always show up in the Topmost Layer! Simply Create a New Layer where you want it and click [Edit] -> Move to Top (or Press Home button) .ovl overlays only show in my games while the Overlay Editor is open. How can I show the .ovl overlays by just launching RTSS?Activate the plugin, set checkmark next to the plugin name in the list. The font/text has no shadow?As Unwinder explains here: "Outline generation algorithm is defined into Global profile template in [Font] section by following lines" Dynamic Colored Text based by Value?Andy K made a nice guide with pictures! The plan is to keep this Thread updated with all the new/important information, help out others with their styling issues and provide some example .ovl files in the 2nd Post. If this ends up well enough it might even get Sticky? If there is anything you think i should add in this post, feel free to mention me. I'll add it when i get the notification.